// GTY

#pragma once

#include "CoreMinimal.h"
#include "AbilitySystem/Abilities/AuraDamageGameplayAbility.h"
#include "AuraArcaneShardsAbility.generated.h"

/**
 * 
 */
UCLASS()
class AURAGAME_API UAuraArcaneShardsAbility : public UAuraDamageGameplayAbility
{
	GENERATED_BODY()

public:
	virtual FString GetDescription(int32 Level) override; //获取当前等级的技能描述
	virtual FString GetNextLevelDescription(int32 Level) override; //获取技能下一等级的技能描述

	FString GetDescriptionAtLevel(int32 Level, const FString& Title); //获取对应等级的技能描述

	UPROPERTY(EditDefaultsOnly , BlueprintReadOnly)
	int32 MaxNumShards = 11;
};
